- Default
- Attack
- Special
- Injured
Spring Sharena - Spring Princess |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 17 | 7 | 9 | 2 | 5 |
Middle | 18 | 8 | 10 | 3 | 6 |
High | 19 | 9 | 11 | 4 | 7 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 34 | 29 | 33 | 12 | 27 |
Middle | 37 | 32 | 36 | 16 | 30 |
High | 41 | 35 | 39 | 19 | 33 |
IV Sets
Key stats worth increasing through nature if possible. | |
Complementary stats that matter, but not to the point of picking them over key stats for nature increase. | |
Relatively worthless stat that can safely be decreased through nature. |
HP | ATK | SPD | DEF | RES |
---|---|---|---|---|
Skill Sets
Eggs. (Offense)
Muninn's Egg (+Eff) | A | Atk/Spd Solo (3 or 4) Alternate: Atk/Spd Push 4 |
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Positional Assist | B | Null Follow-Up 3 Alternate: Special Spiral 3 |
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Luna Alternate: Blazing Special |
C | Joint Drive Atk | |
IVs | +ATK or +SPD / -DEF | S | Atk/Spd Solo 3 Alternate: Heavy Blade 3 |
Weapon: Muninn’s Egg(+Eff)
Assist: Positional Assist
Special: Luna / Blazing Special
Passive A: Atk/Spd Solo 3 or 4 / Atk/Spd Push 4 / Swift Sparrow 3
Passive B: Null Follow-Up / Special Spiral
Passive C: Joint Drive Atk / Preference
Sacred Seal: Atk/Spd Solo / Heavy Blade
- Sharena’s refine upgrades her underwhelming exclusive weapon, giving her an inbuilt dual chill and a potential +8 boost to her stats on either phase as long as the conditions are met, as well as healing allies within 2 spaces every turn.
- Typical offense boosting A slots such as Atk/Spd Solo, Atk/Spd Push 4, and Swift Sparrow 3 are Sharena’s best A slot options, giving her a massive stat boost during player phase and making her much more difficult to tank.
- Null Follow-Up gives Sharena a counter to the myriad of follow-up based exclusive weaponry many heroes make use of, ensuring that Sharena’s follow-up attacks cannot be negated aside from outspeeding her naturally.
- For a Special Spiral centric build, Sharena will instead want to opt for Special Spiral and Heavy Blade along with a Blazing Special. Otherwise, offensive stat boosting sacred seals such as Atk/Spd Solo are a great choice for Sharena’s Sacred Seal slot.
Strengths
Refined Muninn’s Egg
Sharena’s exclusive weapon is reasonably strong after it’s refine, giving her a +4 boost to her stats against foes with 75% or higher HP and an additional +4 boost to her stats when initiating or while she’s within 2 spaces of an ally. In addition, the weapon has the effects of both Chill Atk and Chill Res built into it while also healing allies within 2 spaces by 7 HP each turn.
Weaknesses
Terrible Defense
Spring Sharena’s awful base 16 Defense means that any competent physical attacker will make short work of her, although she can typically survive 1 hit from physical blue foes thanks to her color advantage against them.
Underwhelming compared to her competition
A statstick tome with inbuilt healing doesn’t stand out much when compared to other green such as Young Merric, Pent, and Asbel, who all outclass her thanks to their superior exclusive weaponry and statlines.
Weapon Skills
Weapons | SP | Rng. | Mt. |
---|---|---|---|
Wind
Green Tome Users Only
|
50 | 2 | 4 |
Elwind
Green Tome Users Only
|
100 | 2 | 6 |
Rexcalibur
Green Tome Users Only
|
200 | 2 | 9 |
Muninn's Egg Grants Res+3. At start of turn, if unit's HP ≥ 50%, inflicts Atk/Res-5 on foe on the enemy team with the lowest Spd through its next action. Learns by default at 5 ★
Non-Inheritable skill.
|
400 | 2 | 14 |
Support Skills
Support Skills | Rng. | SP |
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Rally Speed Grants Spd+4 to target ally for 1 turn. Learns by default at 5 ★ |
1 | 150 |
Rally Atk/Spd Grants Atk/Spd+3 to target ally for 1 turn. |
1 | 300 |
Passive Skills
Passive Skills | SP | Slot |
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Darting Stance 1 If foe initiates combat, grants Spd+2 during combat.
Non-inheritable by Staff-wielding units.
|
50 | A |
Swift Stance 1 If foe initiates combat, grants Spd/Res+2 during combat.
Non-inheritable by Staff-wielding units.
|
120 | A |
Swift Stance 2 If foe initiates combat, grants Spd/Res+4 during combat.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
240 | A |
Live for Bounty If unit survives, get 1.5x shards/crystals from a Training Tower map. (If similar skill effects also used, only highest multiplier applied.)
Inheritable by all units.
Unlocks at 5 ★ |
100 | B |
Res Tactic 1 At start of turn, grants Res+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
|
60 | C |
Res Tactic 2 At start of turn, grants Res+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
|
120 | C |
Res Tactic 3 At start of turn, grants Res+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem Heroes
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